Blood Moon being CMC 3 makes it generally a turn quicker. And you generally want to cast Armageddon after your opponent has 2-3 lands. The play style is super similar, though, and while some hands Dragon Stompy have are quicker than Angel / Geddon stompy (mostly b/c of Simian Spirit Guide), games end generally around the same turn, like 4-5 (or you have an obv unbeatable board state by then). Drag-on games past like turn 7, I'd say white has the advantage with SFM.
But basically, same premise - drop prison piece, follow with fattie finishers. Use unfair mana advantages, muahahaha.
So drop Chalice / Trini / Thalia II (or Aven Mindcensor, eh) and get there. Or drop Chalice / Blood Moon / Magus of Moon get there. Trini is obv a lot more live with Armageddon, so I count it for White but not Red. Both decks ask "Turn 1 Force?" pretty hard. Still, if they have the counter, now you have a game on your hands.
I mostly play Stax, actually, which is a similar manabase (Mox Diamond usually, and sol-lands), Chalice, and generally the grindiest of control decks. Usually PW'ers to finish, instead of creatures (and you have plenty more turns to activate the PW'ers). But I've done well with Stompy, Stax, and even Frogmite to some extent.
My friend splashes white in his list for SFM. But same 8 Moons, 4 Chalice, 4 Chrome and Spirit Guides - and he has plenty of grindy games, even with an occasional free win here and there. Red can win right away on T1, but not a significant % to make it a Turn 1 deck. You still generally have to play a game of magic.
Final Ritual: "I was your round 14 opponent with the 3 giant goyfs. I didn't know what the fuck you were piloting."
Drunken Master strategy. If I don't know what I'm doing, how would you?
Final Ritual: "I was your round 14 opponent with the 3 giant goyfs. I didn't know what the fuck you were piloting."
Drunken Master strategy. If I don't know what I'm doing, how would you?
So I went 4-1 tonight to cash in my local legacy fnm. I'll write a quick report and post my list at the end.
R1: 2-1 Vs Grixis Delver - Won with lock beats, the game I lost was due to flooding.
R2: 2-1 Vs UR Delever - Lost game 1 to a fast delver, Won other games on chalice and Trinisphere.
I will say game 2 I won with a top deck Avaricious Dragon that he could deal with. I just
kept drawing gas with that card.
R3: 0-2 Vs Miracles :-( - Both games lost to flooding out on lands :-( Nothing to say here. Keep a hand with 4 lands
probably should have, but had a chalice and 2 threats that he dealt with and then drew nothing but lands
for 5 turns.
R4: 2-0 Vs Sultai Opposition - Blood moon followed by a threat won me both games.
R5: 2-0 Vs Maverick - Same plan blood moon into a big threat.
Takeaways from tonight... Flying dragons are difficult for most legacys decks to deal with. I found myself in both Miracles games wanting to draw Collective Defiance but never did. I would probably go up to two of them. Also Sudden Shock was surprisingly good, i got to kill multiple mentors and a couple of Deathrites. Side note... Anarchy was supposed to be a 3rd Sulfur Elemental but my card shop didn't have any.
Creatures (21)
4 Goblin Rabblemaster
4 Hanweir Garrison
4 Magus of the Moon
4 Simian Spirit Guide
1 Avaricious Dragon
4 Thunderbreak Regent
Spells (20)
3 Sudden Shock
4 Chalice of the Void
4 Chrome Mox
4 Blood Moon
1 Collective Defiance
1 Chandra, Pyromaster
2 Fiery Confluence
1 Koth of the Hammer
Lands (20)
4 Ancient Tomb
1 Arid Mesa
4 City of Traitors
11 Mountain
Sideboard (15)
3 Phyrexian Revoker
2 Ensnaring Bridge
4 Faerie Macabre
2 Sulfur Elemental
3 Trinisphere
1 Anarchy
76 Cards Total
Congrats man!
61 cards, eh?
To be honest, I never noticed the Arid Mesa when you posted the previous list.
You are a land fatter than the list typically runs using x4 SSG and Mox. That might have contributed to the flooding.
This has some potential!
Thank You, yeah I didnt original mention this but in my testing I found I had to mulligian a lot due to not having lands. So my 61st card was the fetch land. Whats funny is I still had to mulligian a lot at fnm. So thinking of dropping 2 basics, adding another fetch and have the 61st card be Collective Defiance.
What's the reasoning behind using fetches? The less fuel available for DRS and Goyf, the better I'd think... Just a reminder, deck thinning is a myth.
Less for the "Thinning" more for the shuffling.
Your probably right on the food for the DRS but only have 2 in the deck and the odds not having a bloodmoon affect on the board are slim.
Maybe it's just in my head but I feel like if your flooding, having a couple of shuffles should help.
Well unless you just fired off a Magma Jet, the cards on top of your library should be completely random. So whether you shuffle a million times, or not at all that should remain true.
But as we just confirmed here, this is 'Murica and you can do as you'd like.![]()
The new dragon would be so so good.... if it had 4 toughness. It has a lot more potential than thunderbreak regent, but dying to bolt is just lame for a 4 drop...
Did we just get a new creature for the deck? Hmm....
What do you guys think?
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This feels real. It's reasonable all around but that last ability means that stabilizing is impossible. Tossing away an extra chalice or Mox to make a Gof unable to block means that you get to start the race, and they can't race back against cards like rabblemaster or garrison.
Yeah, the deck needed an incidental way to make creatures unblockable. I figured it would show up on a 'command' style spell, but this also seems good. Hopefully Kiran is still around (and is on a playable card) cause then we can play Nalaar Stompy.![]()
Oh well!
Here's hoping Chandra, Torch of Defiance is playable for us.
I would really love a chandra that costs 3 mana... but they already spoiled saheeli who costs 3, so i'm not optimistic
Boom! This will be replacing the other chandra in my deck.
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Really like new Chandra. All 4 abilities are relevant in a Legacy game.
I'm curious about the timing on the damage done to each opponent from her first +1 though... Does it happen right away or at end of turn?
Edit:
Looks like the other Chandra that exiles cards and stuff like Prophetic Flamespeaker specify that you can cast the exiled card until end of turn. New Chandra makes you decide whether or not to cast it upon reveal.
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